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luup

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A member registered Mar 16, 2022 · View creator page →

Creator of

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Thank you very much and I am glad you liked it! I have many ideas for this and was considering to continue on it, your nice comment definitely gave my morale a huge boost.

Player visibility is an issue I have on my list as is the general chaos and readability of what is happening in combat. I have some ideas on how to expand the basic combat system and add more visual indicators to clear up some of the confusion.

Some amount of chaos is part of the game though, just like you cannot control what actual players in a raid would do. The idea is that the more players raid together and learn the encounters, the better they react to commands or even act independently. Which in turn makes the loss of players more painful. Not just for their character and loot, but also for the teamplay in the guild.

The dog is more of an easter egg and does not have to be visible throughout actual gameplay, maybe I will just hide it or at least give players the option to. I already have mobile controls on my list, for which I would need to hide the dog and move half of the buttons to the right anyways.

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Thanks for playing and the feedback!

There is a hint that several words serve more than one function ("Which words are roles, actions and targets? - Yes."). You can also set your healers to heal the lowest health player via HEAL - HEAL - THERE.

As you said, combat is very simple in the prototype because I did not have enough time to implement more complex mechanics (or partially had to disable them due to last minute bugs). Both healers and tanks are also too strong right now. Tanks generate too much aggro and healers cannot run out of mana.

Some ideas to make fights more engaging is adding in boss AOE dmg, targeting players outside of aggro table order, full aggro table resets and environmental effects. Basically mechanics many MMO bosses also have. E.g. if a boss channels a large AOE spell tanks and melees dps should move out of range (TANK/MELEE - GO - RANGE) while ranged dps should stop attacking to not get aggro.

There are some more fights you can access from the guild screen, e.g. the axe gang with lots of adds (target them via e.g. RANGE - RANGE - MELEE or TANK - GO - MELEE).

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I did some more testing and I the only issue with controls I could find is not all joypad controls working in browser on steam deck.

I tested the following browsers on desktop and all work without any control issue:

Chrome, Firefox, Vivaldi, Brave, Edge.

Both keyboard and controller work, even my dualsense works wirelessly now.

Note that the buttons are not supposed to be clickable, nor touchable, input only via keyboard or controller. The buttons are interactive during the loading screen, which shows the control mapping, you can test input there. The dog buttons should play a small animation and a sound snippet.

Can you give me more info what is not working on your end so I can look into it?

(Does anyone know why some posts appear both here on the rating page and the game pages, but replies only on either?)

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I did some more testing and I the only issue with controls I could find is not all joypad controls working in browser on steam deck.

I tested the following browsers on desktop and all work without any control issue:

Chrome, Firefox, Vivaldi, Brave, Edge.

Both keyboard and controller work, even my dualsense works wirelessly now.

Note that the buttons are not supposed to be clickable, nor touchable, input only via keyboard or controller. The buttons are interactive during the loading screen, which shows the control mapping, you can test input there. The dog buttons should play a small animation and a sound snippet.

Can you give me more info what is not working on your end so I can look into it?

(Does anyone know why some posts appear both here on the rating page and the game pages, but replies only on either?)

Very cool and atmospheric game. All the systems and design fit so well together, great job!

It took me some time to understand what influence and corruption mean in the game without any indicators for them. But once I got that notice I understood and think it works so much better without knowing the actual value at all times. That was also the moment when I completely changed how I made the decisions in the game. It felt so much more satisfying learning it this way than just getting it explained!

The ending rounds everything up nicely as well.

Fun little game, very well executed.

I really like the 2D game in a 3D environment, especially because your camera movement works so incredibly well with it. The ledge grab is a very nice touch to make the platforming much more enjoyable.

The enemies are a bit easy to dodge, making them able to jump would make them more challenging.

Great vibes, love the music and retro crt shader. Initially i thought the paddle moves a bit sluggish, but then i got an upgrade for this, so it is intended. The progression system is nice and even though the base gameplay loop is quite simple, it is very fun and captivating.

One thing i disliked is that enemy paddles always move perfectly and just are too slow to catch balls at higher angles. I also encountered the shifted text bug on the web version and with it i could not continue past one of the shops.

Overall it's awesome work for such a short time, especially considering that you did all the gameplay, art and music yourself!

Thanks for the info about controls not working. I tested different systems, browsers and input methods (keyboard, mouse, controller) and all worked for me. The only thing I did not test until now is mobile, and of course I did not think about implementing touch controls...

Did you test it on mobile? And can you give me more info what exactly does not work so I can look into it?